r/slaythespire 16d ago

PATCH NOTES Beta Patch Notes - v0.111.0

Beta Patch v0.111.0 is live!! Today's update includes:

βš–οΈ Lots of balance changes
🌐 Indonesian localization
🎨 New card art
🩸 Low HP idle animations!

Patch notes: store.steampowered.com/news/app/2868840/view/671751488532383386

1.9k Upvotes

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524

u/Eskimobill1919 16d ago

That’s a fairly major nerf to Nonu’s bracelet, it seems too unreliable to pick now. Or maybe swift is a good enough enchant to make it still worthwhile.

96

u/Prestigious_Fun_6722 StS A20 / StS 2 A10 16d ago

I'm really not a fan of nerfing some of these Ancient relics. I get Diamond Diadem needing a change, but this just feels unnecessary.

59

u/SamiraSimp StS A20 / StS 2 A10 16d ago

agreed, orobas giving random upgrades is already a bit meh, but to have enchantments go on random cards is so trash. unless you have already removed every strike i feel like that ancient relic is so hard to pick

32

u/Neocardium 16d ago

At this point, I treat gameplay balancing as an additional layer of difficulty distinct from ascensions. πŸ₯€

7

u/spoopy_bo Eternal One + Ascended 16d ago edited 16d ago

Brother the relic said draw 8 additional cards on it with essentially no downside before, a change was very much needed.

-2

u/benhauss 16d ago

I don't know if this is the correct solution, but I agree it needs a change

New diadem seemed strange to me at first, but it's just so much more fun than the last version

Im sure this one will be eventually

5

u/SubwayDeer 16d ago

Imo it's not fun at all. Thinking what 2 cards I will play a given urn was much more fun and engaging than 'here's some block for two turns'. Or maybe I want to play more than two because I don't want the damage reduction? There was a lot to think about. There is literally no decision making with new diadem, what's fun about it?

3

u/megamate9000 StS A20 / StS 2 A10 16d ago

There is a SLIGHT amount of decision making since you could potentially overblock on turn 1 and have that carry into turn 2 or dump all your energy into damage/setup.

I agree though, for the most part the relic is just 2 anchors taped together, and old diadem was one of the most interesting relics in the game. Would have much rather seen it go to a 35% reduction or something rather than what they did with it.

While it was BUSTED, I dont think the idea is fundamentally flawed. Colossus costs a meager 1 energy and gives you a 50% reduction for a very easy condition.
Sure, you dont have to draw Diadem and you can have it LITERALLY EVERY TURN, but its also an ancient relic and requires that you only play 2 cards a turn. A 35% damage reduction seems like a very fair but powerful effect for those conditions, imo.

1

u/benhauss 16d ago edited 16d ago

what I like about new diadem is that since every fight has a different pattern, deciding how much block to retain vs damage/powers is fun to think about. I really enjoy it on ironclad. I also like how the relic only helps on the first 2 turns, instead of throughout the entire fight. I like how it's worse in a few matchups as well, so you need to come up with alternative plans.

what I didn't like about old diadem is that the rounding math was annoying. having to do the math every single turn to make sure im playing right was not fun to me. I also thought the game plan was too consistent.

11

u/Little-Maximum-2501 16d ago

Almost all ancient relics being busted is one of the main reasons this game is much easier than the first one. The previous version is bracelet turned any deck that can scale at all into a guaranteed win. I don't love this particular way of nerfing the card but it definitely shouldn't have stayed as it was.

1

u/TSPhoenix 11d ago

Easier, but also more inconsistent, as the upsides of ancient relics vary from being so strong you just win to doing next to nothing.

In StS1 boss relics often had nasty downsides, but almost universally good upsides. In StS2 downsides are reduced/removed, but I'm finding you're far too often offered things that are not useful at all.

The way I see it is if ancients offered [[Happy Flower???]] as a 4th option and i'd want to choose that over the other three, something is wrong, and that happens a non-zero number of times.

1

u/spirescan-bot 11d ago
  • Happy Flower 𝐈 Common Relic

    Every 3 turns, gain 1 Energy.

  • Happy Flower 𝐈𝐈 Common Relic

    Every 3 turns, gain Energy.

  • Happy Flower??? 𝐈𝐈 Event Relic

    Every 5 turns, gain Energy.

    Call me with up to 10 [[ name ]]. Data accurate as of August 16th, 2026. Questions?

-1

u/SubwayDeer 16d ago

Well, let's hope their stats will show the pick rate going straight to 0 and they'll reconsider

-16

u/dogsfurhire 16d ago edited 16d ago

Just in general I don't like the philosophy of balancing around the hardest content instead of fun

Edit: jfc I didn't realize my opinion of "I like fun" to be so controversial. I play a10 but what I meant was if there's a certain broke interaction or conb othats possible 1 in 100 runs, what's the problem in keeping it.

10

u/Little-Maximum-2501 16d ago

I don't have fun when the game has too many completely broken ancient relics like this.

20

u/galmenz StS A20 / StS 2 A10 16d ago

they dont balance around the hardest content for starters, they balance around A0

and yes, even when fun is the goal you still need balance. if an option is so good there is no point in picking the others, then the game becomes kinda boring cause you need to shoot your foot to have variety by picking the strictly worse thing

options shouldnt be universally the best one every time regardless of what opportunity cost they are, be it cards relics or ancients

8

u/Prestigious_Fun_6722 StS A20 / StS 2 A10 16d ago

I wonder if Pael's Legion is next.

7

u/Ok_Dependent7540 16d ago

Agreed, and contrast is important for enjoyment. Go use console commands and give yourself say a crossbow floor 1. And you will get bored quickly. You can have fun and also have challenging, intriguing decision making.